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Add more unique mission events to the game

Author
Catherine Laartii
Doomheim
#1 - 2014-04-10 08:19:12 UTC  |  Edited by: Catherine Laartii
Recently I have been getting into doing pirate missions in nullsec now and again as a hobby...they're quite fun, actually, and I enjoy the different batch of missions they offer. However, I've been thinking that the level of variety in the game in regards to missioning is kind of stale, so it might be interesting for them to add new types of 'special' missions to each race.

Angel Cartel and Guristas could have special 'heist' missions that would only be available through storyline agents. They would entail traveling to one of the bank or holding NPC corps in the game, and doing an elaborate multi-part mission where you have to do something similar to a lvl 5 haul mission, except you dump the loot at a designated drop-off point, and you get a GIANT payout at the end, something on the order of 100+ mil.

Amarr and Blood Raiders could have Artifact hunts where you have to scan down a certain site within a designated constellation to crack a giant, ancient temple from some long-forgotten annal of their history. You'd basically be doing the equivalent of a dungeon run with a 'temple raid' feel to it, and fight automated temple defenses which include new unique rogue drone models labeled things like, "Ancient alvus nuker" or something along the lines like that. At the end, you'd have to crack open a can with a relic analyzer as you would with the old mechanic, and get loads of valuable salvage along with the mission-specific item.

Minmatar and Sansha would have high-powered combat events, wherein you would have to fight a gauntlet of heavyf NPCs as you would in a particularly crazy lvl 5, with an officer or NPC supercap at the end (gallente used to have a lvl 5 where you'd have to take down a fully-armed erebus the serpentis stole; that's my inspiration). These would be extremely focused towards being group events, and would require a well-trained group to run.

Gallente, Caldari and Serpentis special story missions would be research/hacking where you would have to go special sites across the cluster to find goods, whether they be tech or drug-related, and you'd hack loot from well-guarded research facilities you'd have to build to put together towards the end. Caldari would focus on building advanced components for a random t3 subsystems, each non-caldari which your agent would take for study, and give you a very high-level faction module for compensation. You are welcome to keep the sub and use or sell it if you'd like if it's worth more than the faction item you're being given, which would generally focus on being large-sized or something like a BCS.
The Gallente special arc would focus on raiding rogue drone hives for special drone components to eventually lead to getting a high-level 'augmented' drone bpc or a gallente fighter or fighter bomber bpc with particularly excellent production stats.
The Serpentis special arc would focus on acquiring special moon materials from NPC extraction facilities, to where you can build some very high-level 'strong' combat boosters at the end.


Each of these would be a potential special storyline mission; you wouldn't get them all the time as you would with normal missions, but the main idea would be having a different set of racial-specific story missions to provide a little more flavor and excitement to storyline missions.
Gawain Edmond
Khanid Bureau of Industry
#2 - 2014-04-10 10:51:13 UTC
Adding more different missions to the game i agree with I'm feeling lazy but i know i'm going to agree with most if not all of it as there are far too few missions in the game. The other option would be to have missions randomly generated so they were different every time you ran them. Missions would stay with the same names as they do now and the same objectives but the ships that spawn in them would vary but have similar over all dps and ewar and to have random spawn locations, within a sensible rage of the central point in the pocket. Yea it might make it more difficult to blitz but wouldn't everyone want more intresting mission running experience over repetition of exactly the same thing?
Catherine Laartii
Doomheim
#3 - 2014-04-10 15:55:02 UTC
Gawain Edmond wrote:
Adding more different missions to the game i agree with I'm feeling lazy but i know i'm going to agree with most if not all of it as there are far too few missions in the game. The other option would be to have missions randomly generated so they were different every time you ran them. Missions would stay with the same names as they do now and the same objectives but the ships that spawn in them would vary but have similar over all dps and ewar and to have random spawn locations, within a sensible rage of the central point in the pocket. Yea it might make it more difficult to blitz but wouldn't everyone want more intresting mission running experience over repetition of exactly the same thing?

That's more of a programming issue than anything else, but I do agree with the basic principle that more variety is essential. I proposed these because they DO sound quite fun to me, and would focue on immersion. The original mission agent where you even had "financial" agents were good, but they should have increased mission variety instead of nerfing it.
Zatar Sharisa
New Eden Heavy Industries Incorporated
#4 - 2014-04-10 18:16:36 UTC
I like the ideas of one of my corpmates where mission rats can actually warp off, so you need tackle to complete it. Maybe even some time limits on them where if you don't finish the objective within the timer, you're just S.O.L. There are a lot of things that could be done to make missions more interesting, and frustrating. Heck, just adding a few more to the list would be a change for awhile.

I understand about indecision, but I don't care if I get behind.  People livin' in competition.  All I want is to have my peace of mind.

"Peace of Mind"  --  Boston

Woeful Animation
Ascendent.
Test Alliance Please Ignore
#5 - 2014-04-10 19:31:07 UTC
I think that you can have a furious debate over the "adequate" level of PvE content in Eve. Clearly CCP has had ten almost 11 years to study this issue and has not yet made additional PvE content much of a priority (with all due respects to Incursions).

If CCP increased the number of missions to 50 or 100, the player base that enjoys that type of content would eventually clamor for more content. For example see WoW.

CCP has decided, whether you agree or not, that Eve will primarily be a player driven content game, and goes to great lengths to provide players with tools to create conflicts. CCP realized early on that creating content is a slippery slope ending with a never ending conclusion. Again they made the decision. All you have to do is see the changes that are proposed for the summer expansion and see that CCP is trying to make all the ships viable to the players and try to cut down on min maxing or the king of the hill or the best of the best mentality, and every ship fits within the rock, paper, scissors paradigm.

My suggestion or two cents is that the players would be better served by thinking of ways to integrate PvE content that dove tails to PvP content. Now to put my money where my mouth is.

Down the Rabbit Hole:

Anamoly with multiple entrances in up to 5 other systems. Each entrance must be unlocked before the final "room" is opened. Within the room is a cache of goodies that most pilots would love to have so its a prize worthy of multiple people putting forth the time and effort. The object is to clear all five and clear the interior room. The interior room follows the rules of wh space -- No local, and massive spacial effects.

PvE content? Absolutely, CCP has the tools to create dead space and can set aside empty wormhole space for the final room.

PvP, stick a small percentage chance to get a tech II BPO and you will have everyone's attention.

Also you can't get into the final room without unlocking the other gates. Those other gates are likely to be contested. The final room can be most any thing from a hub style bash lasting several hours to a knarly mother ship with big guns and an aggressive AI. Ganking is allowed and certainly encouraged, and just because you got the goods in your cargo hold doesn't mean you make it out alive.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#6 - 2014-04-10 20:02:11 UTC
I would prefer randomized missions based off tables containing the room layouts, enemies, goals etc. Then it's easy to add new elements without changing the generation code. Anything else would introduce fairly farmable missions.
masternerdguy
Doomheim
#7 - 2014-04-10 20:09:22 UTC
Corraidhin Farsaidh wrote:
I would prefer randomized missions based off tables containing the room layouts, enemies, goals etc. Then it's easy to add new elements without changing the generation code. Anything else would introduce fairly farmable missions.


The amount of opposition CCP would face from the entitled L4 missioners in hi sec would keep this proposal from taking flight. There are people who actually depend on the predictability of these missions and are very vocal.

Things are only impossible until they are not.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#8 - 2014-04-10 20:51:55 UTC  |  Edited by: Rivr Luzade
Woeful Animation wrote:
If CCP increased the number of missions to 50 or 100, the player base that enjoys that type of content would eventually clamor for more content. For example see WoW.


Where's the problem with asking for more content? PVPers also constantly demand more content, I don't see why PVEers shouldn't have the same right. Furthermore, it would provide more opportunities for PVPers to catch PVEers as well. However, what players demand and what CCP actually does are two very different things. While CCP constantly stresses they listen to players, it rarely happens in practice. So CCP can set an arbitrary number of new missions, for instance, they want to include every or every second/third expansion. Fact is, however, that PVE needs a complete overhaul in a way that it keeps the money-making-capabilities, but gets more interesting, varying, challenging and involving at the same time.

Regarding your other suggestions: Some missions certainly can be introduced which link PVE closer to PVP, but as much as PVPers don't want to do PVE, PVEers should not be forced to do PVP all the time. This game might have ONE focus point on PVP, but it is by far not the only activity in this game, and earning money under constant stress is absolutely not desirable. What you describe should not be molded into a mission, but into Exploration content. There it makes a lot more sense to encounter links to PVP elements, because exploration is not governed by empire relations, and it would actually result in something that can be called Exploration.

(With regards to your funny reward idea: NO.)

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#9 - 2014-04-10 23:09:00 UTC  |  Edited by: epicurus ataraxia
Woeful Animation wrote:
I think that you can have a furious debate over the "adequate" level of PvE content in Eve. Clearly CCP has had ten almost 11 years to study this issue and has not yet made additional PvE content much of a priority (with all due respects to Incursions).

If CCP increased the number of missions to 50 or 100, the player base that enjoys that type of content would eventually clamor for more content. For example see WoW.

CCP has decided, whether you agree or not, that Eve will primarily be a player driven content game, and goes to great lengths to provide players with tools to create conflicts. CCP realized early on that creating content is a slippery slope ending with a never ending conclusion. Again they made the decision. All you have to do is see the changes that are proposed for the summer expansion and see that CCP is trying to make all the ships viable to the players and try to cut down on min maxing or the king of the hill or the best of the best mentality, and every ship fits within the rock, paper, scissors paradigm.

My suggestion or two cents is that the players would be better served by thinking of ways to integrate PvE content that dove tails to PvP content. Now to put my money where my mouth is.

Down the Rabbit Hole:

Anamoly with multiple entrances in up to 5 other systems. Each entrance must be unlocked before the final "room" is opened. Within the room is a cache of goodies that most pilots would love to have so its a prize worthy of multiple people putting forth the time and effort. The object is to clear all five and clear the interior room. The interior room follows the rules of wh space -- No local, and massive spacial effects.

PvE content? Absolutely, CCP has the tools to create dead space and can set aside empty wormhole space for the final room.

PvP, stick a small percentage chance to get a tech II BPO and you will have everyone's attention.

Also you can't get into the final room without unlocking the other gates. Those other gates are likely to be contested. The final room can be most any thing from a hub style bash lasting several hours to a knarly mother ship with big guns and an aggressive AI. Ganking is allowed and certainly encouraged, and just because you got the goods in your cargo hold doesn't mean you make it out alive.


Honestly, do you believe that this is what players really want? I know CCP has this belief that if one introduces the delights of PVP to the average HS player they will race rapidly to LS and pvp their brains out.
Well after many years of trying, it has not worked yet.

I enjoy a varied play style and sometimes even do missions in KS for a bit of light relief.Shocked


To a mission runner who asks for some extra variety in his meals,a dog turd put on top of the same meal does not do the job.
A new meal with the same garnish will be equally disliked.Roll


making things harder, less satisfying and simply a pain, is not going to endear them to their play base.

There is one EvE. Many people. Many lifestyles. WE are EvE

Catherine Laartii
Doomheim
#10 - 2014-04-11 03:18:55 UTC
Woeful Animation wrote:
I think that you can have a furious debate over the "adequate" level of PvE content in Eve. Clearly CCP has had ten almost 11 years to study this issue and has not yet made additional PvE content much of a priority (with all due respects to Incursions).

If CCP increased the number of missions to 50 or 100, the player base that enjoys that type of content would eventually clamor for more content. For example see WoW.

CCP has decided, whether you agree or not, that Eve will primarily be a player driven content game, and goes to great lengths to provide players with tools to create conflicts. CCP realized early on that creating content is a slippery slope ending with a never ending conclusion. Again they made the decision. All you have to do is see the changes that are proposed for the summer expansion and see that CCP is trying to make all the ships viable to the players and try to cut down on min maxing or the king of the hill or the best of the best mentality, and every ship fits within the rock, paper, scissors paradigm.

My suggestion or two cents is that the players would be better served by thinking of ways to integrate PvE content that dove tails to PvP content. Now to put my money where my mouth is.

Down the Rabbit Hole:

Anamoly with multiple entrances in up to 5 other systems. Each entrance must be unlocked before the final "room" is opened. Within the room is a cache of goodies that most pilots would love to have so its a prize worthy of multiple people putting forth the time and effort. The object is to clear all five and clear the interior room. The interior room follows the rules of wh space -- No local, and massive spacial effects.

PvE content? Absolutely, CCP has the tools to create dead space and can set aside empty wormhole space for the final room.

PvP, stick a small percentage chance to get a tech II BPO and you will have everyone's attention.

Also you can't get into the final room without unlocking the other gates. Those other gates are likely to be contested. The final room can be most any thing from a hub style bash lasting several hours to a knarly mother ship with big guns and an aggressive AI. Ganking is allowed and certainly encouraged, and just because you got the goods in your cargo hold doesn't mean you make it out alive.


While I agree with this to a certain extent, creating content that's player-driven like Incursions or lvl 5s to an extent actually work quite well; the current issue lies with the flexibility players are given to carry out the mission in question. Cosmos missions are actually a decent example of the direction new pve content should go since it encourages more thoughtful gameplay instead of grinding. Add in the nice bits with epic arcs, specifically being able to choose different branches, and you have good content because the player feels they have more options to shape their own path, which at its core is what this game is about.

As you stated thought, it's a slippery slope. If they add new content that's inflexible and doesn't encourage thoughtful or intuitive gameplay, and is basically a continuation of the grinding mechanic, THAT's where you see the issue since that's what people are generally familiar with in a game setting; arduous, one-dimensional grinding One of the best examples I've seen for open-ended pve in this game are expedition missions; you have to be very involved with the entire process, and there are many things that can go wrong and right.
Catherine Laartii
Doomheim
#11 - 2014-04-11 03:20:51 UTC
Corraidhin Farsaidh wrote:
I would prefer randomized missions based off tables containing the room layouts, enemies, goals etc. Then it's easy to add new elements without changing the generation code. Anything else would introduce fairly farmable missions.


Spot-on, +1.

Adding new agent types would be a good start too, and have them have more variables with how the mission spawns, what's in it, etc.
Gawain Edmond
Khanid Bureau of Industry
#12 - 2014-04-11 11:43:43 UTC
masternerdguy wrote:
Corraidhin Farsaidh wrote:
I would prefer randomized missions based off tables containing the room layouts, enemies, goals etc. Then it's easy to add new elements without changing the generation code. Anything else would introduce fairly farmable missions.


The amount of opposition CCP would face from the entitled L4 missioners in hi sec would keep this proposal from taking flight. There are people who actually depend on the predictability of these missions and are very vocal.


That might be true but a quote from the late and great Bill Hicks comes to mind
Bill Hicks wrote:
When did mediocrity and banality become a good image for your children? I want my children listening to people who "expletive" rocked! I don’t care if they died in pools of their own vomit! I want someone who plays from his "expletive" heart!


the same thing applies to missions
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#13 - 2014-04-11 12:38:27 UTC
Bollocks to being able to follow eve-survival. The agent tells you the enemies you expect to face (though I'd personally like surprises thrown in). What more should anyone need?

I'm pretty hardline on missions...make them random and make them challenging. Much more fun that way and they can be tweaked easily to have fewer more PvP like opponents too as a lead into true PvP
Catherine Laartii
Doomheim
#14 - 2014-04-11 18:49:54 UTC
Corraidhin Farsaidh wrote:
Bollocks to being able to follow eve-survival. The agent tells you the enemies you expect to face (though I'd personally like surprises thrown in). What more should anyone need?

I'm pretty hardline on missions...make them random and make them challenging. Much more fun that way and they can be tweaked easily to have fewer more PvP like opponents too as a lead into true PvP


Exactly what I wanted to hear. The fiasco for how they changed the rats in FW plexes is a shining example of this; sure they made the NPCs harder, but they changed it to only...one or two of them. XP
Egravant Alduin
Ascendance Rising
Ascendance..
#15 - 2014-04-12 12:48:08 UTC  |  Edited by: Egravant Alduin
General pve and role playing system of eve is boring and almost non existed.I would like to see random generated missions and battles that a boss with random battleship or tech 3 ship would appear in level 4s missions and could lose your ship if you would accept such missions.Maybe we call them level 4.5 missions.Also the story and scenario in missions is again boring and non existed which also we would be able to see some more stuff like go there and salvage or search for special site,then you must go fight ,then something else and stuff like that that would follow a storyline .This game has so much potential and can reach to other level of gameplay.

+1 from me i liked your idea especially the artifact thing

Feel the wrath of the GECKO!

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#16 - 2014-04-13 13:58:08 UTC
I'll expand on my 'bollocks' comment as that was typed quickly in work after some stupidity from management :D

I would like to see randomized missions entirely, but since this may be too big a change for many I would bring in the randomized mission engine for new agents. Randomized missions would give better rewards as they are more difficult, and those hwo don't want to run them don't have to. This would also have the advantage that if the generator missions don't work out CCP can just remover the agents to back the change out again.

My view on missions in total:

They should be treated holistically. Make the agents offer a variety of missions. If a player is offered a mining mission and doesn't want to run it they could farm it out to a corpie who does (mining missions need drastic change as they are just dire), same goes for research missions, distribution etc etc. This would promote co-operative action amongst corpies., A player would still be allowed to decline missions but only one of each type.

S&I missions should include creating and building parts for say...NPC stations (the non-destroyable kind). This would be from a BPC granted at acceptance and then it's up to the player how they source the materials...trade for them, mine them, PI them, invent them...whatever they choose it is all S&I. The more the player produces themselves the better the reward should be.

S&I and all the other missions should be intertwined, they should also be used to drive storylines and new plot changes. These missions could then be used to link into live events that introduce new features and drive the lore.

Yes I mentioned live events. I would dearly like more of these, but run properly. The older sansha events sounded much more fun than the ghost site debacle that happened recently.

Missions should be offered where hisec players get bridged/cyno'd into losec to run the mission but are left to themselves to get back out. This would entice more hisec folks to try the missions since they would at least make it to the site and have a chance to run it. Being thrown into a mission from a bridging empire titan would give a massive wow factor and almost certainly lead to 'I want one!' covetous thoughts...new nullsec pilots in the making.

PvE is key to PvP in my view, it *should* be training new pilots more in PvP tactics, but should also provide them with a viable means of earning isk. PvE should also be used to draw pilots into more PvP risking environments. More pilots in losec/nulll can only be a good thing.

I have no issue with the current hi/lo/nullsec balance as many do in terms of income etc, I do however believe that much better PvE would lead to a higher mobility of pilots between the secc areas.

I'm going for a lie down now...
Egravant Alduin
Ascendance Rising
Ascendance..
#17 - 2014-04-15 08:52:19 UTC
Corraidhin Farsaidh wrote:
I'll expand on my 'bollocks' comment as that was typed quickly in work after some stupidity from management :D

I would like to see randomized missions entirely, but since this may be too big a change for many I would bring in the randomized mission engine for new agents. Randomized missions would give better rewards as they are more difficult, and those hwo don't want to run them don't have to. This would also have the advantage that if the generator missions don't work out CCP can just remover the agents to back the change out again.

My view on missions in total:

They should be treated holistically. Make the agents offer a variety of missions. If a player is offered a mining mission and doesn't want to run it they could farm it out to a corpie who does (mining missions need drastic change as they are just dire), same goes for research missions, distribution etc etc. This would promote co-operative action amongst corpies., A player would still be allowed to decline missions but only one of each type.

S&I missions should include creating and building parts for say...NPC stations (the non-destroyable kind). This would be from a BPC granted at acceptance and then it's up to the player how they source the materials...trade for them, mine them, PI them, invent them...whatever they choose it is all S&I. The more the player produces themselves the better the reward should be.

S&I and all the other missions should be intertwined, they should also be used to drive storylines and new plot changes. These missions could then be used to link into live events that introduce new features and drive the lore.

Yes I mentioned live events. I would dearly like more of these, but run properly. The older sansha events sounded much more fun than the ghost site debacle that happened recently.

Missions should be offered where hisec players get bridged/cyno'd into losec to run the mission but are left to themselves to get back out. This would entice more hisec folks to try the missions since they would at least make it to the site and have a chance to run it. Being thrown into a mission from a bridging empire titan would give a massive wow factor and almost certainly lead to 'I want one!' covetous thoughts...new nullsec pilots in the making.

PvE is key to PvP in my view, it *should* be training new pilots more in PvP tactics, but should also provide them with a viable means of earning isk. PvE should also be used to draw pilots into more PvP risking environments. More pilots in losec/nulll can only be a good thing.

I have no issue with the current hi/lo/nullsec balance as many do in terms of income etc, I do however believe that much better PvE would lead to a higher mobility of pilots between the secc areas.

I'm going for a lie down now...


Agree on that my friend since if you can afford easier your ships you will go do more pvp.If you getting bored doing pve and you just play some hours to pay your plex then we ll never see more people pvp.PVE is the base of most games even if some people like or not.

Feel the wrath of the GECKO!

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#18 - 2014-04-15 09:01:14 UTC
Egravant Alduin wrote:


Agree on that my friend since if you can afford easier your ships you will go do more pvp.If you getting bored doing pve and you just play some hours to pay your plex then we ll never see more people pvp.PVE is the base of most games even if some people like or not.


PvE shouldn't just be the means of generating isk for players (especially important to newer player who have no industry or other means of isk generation) but should be used to expand the lore, to draw players around systems, to entice them into lower sec systems. Stagnant PvE leads to a stagnant player base who rely on it rather than play it for fun A dynamic PvE system that leads players to new areas if they choose (always has to be a choice, never forced) then a more dynamic and security mobile population will grow. That can only be better for everyone, including the hisec folks who produce a large amount of the goods used in EvE